| Post/Author/DateTime | Post |
|---|---|
| Galen04-14-04, 10:00 PM | Welcome to the M:TG Compendium Foundation! If you're bored of the usual D&D stuffs or getting stump this place is where you can get RP ideas, concept and innovation based from the world of M:TG(Magic: the Gathering). Feel free to ask for anything you need and the foundation regulars will be glad to accomodate you. If you want to become a regular member and be a source of great knowledge for this place just ask. Currently we need Magic aficionados(AKA Sage) for information source and D&D knowledgeables(AKA translators) to convert certain Magic terms into D&D stats. Current Members: 1) Galen - Sage 2) Silmarien Aldalome - Sage/ Translator |
| Tenzhi04-14-04, 10:05 PM | This is the place where the peoples gather in the foundations. |
| Tenzhi04-14-04, 10:06 PM | Most of them will probably be elves, but Orcy and I will devour most of those to avoid the clutter. |
| Finwe04-14-04, 10:09 PM | Rofl. Most of us are *NOT* elves. ALthough they do seem to be quite popular. however, elves hold a monopoly in GM-ship. :devil: This board is for the various foundation threads. Most of the are on the D&D Message Boards, (boards1.wizards.com/forumdisplay.php?s=&forumid=8) but some are elswhere (like the Dark elf foundation.) |
| Tenzhi04-14-04, 10:14 PM | Methinks there was mention of the Wizos moving the Foundation threads in question to here... |
| Galen04-14-04, 10:16 PM | A couple of questions: 1) What are the foundations? 2) What is the purpose of their existence? 3) How do you become a member? |
| Finwe04-14-04, 10:30 PM | 1. Foundations are groups of members who decided to create a thread for duscussing a certain thing/person/place/etc. 2. They exist because they are a place for people to discuss these things and get better answers faster (in general), without having to start a new thread about the thing in question. A lot of foundations aso have role-playing threads in other places. 3. To become a member all you have to do is ask. Technicaly, nobody is allowed to deny you membership, but if someone asks you not to join, for a good reason (and these are far and few between), it is generaly the polite thing to not join. (Only foundation leaders can really tell you you not to join, but you are always allowed to join anyways). |
| Galen04-14-04, 10:36 PM | Originally posted by Finwe 1. Foundations are groups of members who decided to create a thread for duscussing a certain thing/person/place/etc. 2. They exist because they are a place for people to discuss these things and get better answers faster (in general), without having to start a new thread about the thing in question. A lot of foundations aso have role-playing threads in other places. Follow up question, when you said that a foundation is a thread where a group of people discuss a cetain person/place/thing/etc is it limited to RP only or can other topics from Magic and other WotC products are allowed? |
| Finwe04-14-04, 10:42 PM | Foundations can be either RP or rules discussing or both. They can be about pretty much anything you want, as long as you can make a legitimate foundation on them, and they aren't spam. Something like the "Avatar Foundation" or "Council of White Mages" would be ok, but things like, :The Guild of Gum-wrapper savers" would probably be locked, or deleted if it were truly inapropriate. |
| Galen04-14-04, 10:47 PM | Thanks. I'll see what the available foundations are before I commit myself on one or create a new one. |
| Tenzhi04-14-04, 10:50 PM | Although, thusfar they have always been related to roleplaying material. I'm not sure how a Magic (as in the card game) foundation would work. |
| Galen04-14-04, 10:52 PM | Originally posted by Tenzhi Although, thusfar they have always been related to roleplaying material. I'm not sure how a Magic (as in the card game) foundation would work. Forget about the cards and the game itself, Magic storyline has lots of new races, areas and artifacts that can be discussed for future reference in RP. |
| Tenzhi04-14-04, 11:05 PM | Indubitably. You could have a whole foundation dedicated to the creation of game stats for magic items, creatures, and spells from Magic. |
| Galen04-14-04, 11:35 PM | I'll definitely need some Magic storyline regulars and some D&D regulars(for D&D conversion) if I plan to push that through. |
| Silmarien Aldalome04-14-04, 11:59 PM | Originally posted by Galen Follow up question, when you said that a foundation is a thread where a group of people discuss a cetain person/place/thing/etc is it limited to RP only or can other topics from Magic and other WotC products are allowed? Greetings Galen - welcome! I think the Elf-Bane and Finwe pretty much summed it up. Some ideas we've had for threads for this forum: - The whole forum is a kind of game-world. Threads may have relationships to each other - think of it at a systems-level with fraternities, guilds, organisations, and so on. - Some threads will be communication devices - for "councils" and for interacting with WizO's on matters that affect this particular game environment. - Some threads will be about determining what people actually want here. - You can be a "thread-keeper" of your own concepts and tools. Regards to you and WELCOME Stav |
| Galen04-15-04, 12:06 AM | Concepts and tools? I think that's my forte. I'm a regular at the world Creation Project(click link if you want to know what the World Creation Project is) so maybe I can be someone you can ask about Magic that you want to add in D&D. P.S. Maybe it's time to change my thread title. |
| Silmarien Aldalome04-15-04, 12:09 AM | Originally posted by Galen Concepts and tools? I think that's my forte. I'm a regular at the world Creation Project(click link if you want to know what the World Creation Project is) so maybe I can be someone you can ask about Magic that you want to add in D&D. Excellent! Sounds great! I'd love to see your work. P.S. Maybe it's time to change my thread title. That way you get the Honour of First Thread New Forum - No doubt - The Zollex will attend to the Lists - he is Custodian of the Tomes. Regards stav |
| Galen04-15-04, 12:21 AM | Originally posted by Silmarien Aldalome Excellent! Sounds great! I'd love to see your work. That way you get the Honour of First Thread New Forum - No doubt - The Zollex will attend to the Lists - he is Custodian of the Tomes. Regards stav Thanks. I just redid the title and intro post. Hopefully more members will join in and create the archive every foundation can use. |
| Silmarien Aldalome04-15-04, 12:29 AM | Sign me up dude. Tenzhi and Finwe are also on, I'd suggest. Cheers stav |
| Galen04-15-04, 12:32 AM | Originally posted by Silmarien Aldalome Sign me up dude. Tenzhi and Finwe are also on, I'd suggest. Cheers stav I'll add you on the list. What will you be, translator or sage? Translator means you are good at converting magic info into something D&D can understand and incorporate while a sage is a source of reliable knowledge about Magic. Note, you can be both. |
| Silmarien Aldalome04-15-04, 01:14 AM | Originally posted by Galen I'll add you on the list. What will you be, translator or sage? Translator means you are good at converting magic info into something D&D can understand and incorporate while a sage is a source of reliable knowledge about Magic. Note, you can be both. Both! Sounds :cool: |
| Galen04-15-04, 01:20 AM | Originally posted by Silmarien Aldalome Both! Sounds :cool: Position added. *Waits for more members to join and/or in need of knowledge.* |
| Tenzhi04-15-04, 02:23 AM | Originally posted by Silmarien Aldalome Sign me up dude. Tenzhi and Finwe are also on, I'd suggest. While I may contribute now and again (I have a whole box full of Magic cards and I recall thinking many of them would be great D&D monsters), it is my policy never to actually join a foundation. Thus spake the Elf-Bane. |
| Galen04-15-04, 02:28 AM | Originally posted by Tenzhi While I may contribute now and again (I have a whole box full of Magic cards and I recall thinking many of them would be great D&D monsters), it is my policy never to actually join a foundation. Thus spake the Elf-Bane. Recent ones brought us Cephalids(octopus people), Avens(bird people), Mistforms(similar to shapeshifter but not shapeshifters), Loxodon(elephant people) and much more. If other members are interested on using those races, we're here to give info and stats about them. |
| Tenzhi04-15-04, 02:35 AM | My initial interests, I think, will be creating various files based on artifact creatures/items. My favourite deck is artifact-themed (the reason I stopped playing Magic oh-so-long-ago is because I built decks based on interesting themes rather than to win ;) ). Thus spake the Elf-Bane. |
| Galen04-15-04, 08:28 PM | Originally posted by Tenzhi My initial interests, I think, will be creating various files based on artifact creatures/items. My favourite deck is artifact-themed (the reason I stopped playing Magic oh-so-long-ago is because I built decks based on interesting themes rather than to win ;) ). Thus spake the Elf-Bane. Artifacts you say? :D :D :D Let's start with the recent ones: Sword of Kaldra Although the origin of the Legendary Kaldra sword and how it ends up from one warrior to another is unknown, history of its use is well detailed. Whenever history describes of great war and revolution, the Sword of Kaldra is bound to be mentioned. It is almost always stated that the sword is the cause of tipping the favor of the battle from one side to another. Currently the sword is in the possession of an elf named Glissa Sunseeker who's destiny is unfolding. The prophecy fortold that she will either unleash the destruction of their world or liberate everyone from the tyrant that lives in the center of their world. The power behind the Sword of Kaldra is almost without equal. It grants the wielder immense immense power to the point of rivaling the strenth of a titan. The wielder of the Sword also obtain the capability to unerringly hit the target no matter how fast or how good the defenses are assuring that each strike is an equivalent of a death blow. To anyone fighting against those who wield the sword, their death is always the outcome of the fight. The Sword of Kaldra is said to have other complementing items that, when collected together, will unleash the power of Kaldra. Currently only the Shield is officially known to exist but rumors says there is also a Helm to complete the components. Someone should do a D&D stat based on the description. |
| Kyuketsukiouji04-22-04, 10:13 AM | Since this seems dedicated to MTG, I though I'd get you fine folk's oppinion on this: The Channeler: Channelers are an odd and reclusive type of arcane spellcasters that access magic in what appears, to most, as a counter-intuitive manner. While it makes being a channeler far more hazardous than the standard paths of magic, it also has far more potential for power. Game rule information: Channeler have the following game statistics. Abilities: Charisma is important for chanelers, since much of their power comes from willpower and force of will. Intelligence helps a channeler amass the information she needs to learn of new lands he can bind herself to. Constitution is useful to a channeler to endure the trials of travel Alignment: Any. Hit Die: d4. Base Attack Bonus: Low (as Wizard) Saves: low Fort and Ref, high Wis Class Skills: The Channeller's class skill are Concentration (Con), Craft (Int), Decypher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha). Skill points at first level: (2 + Int modifier) x 4. Skill points at each additional level: 2 + Int modifier. Table: The Channeler Level - Base Attack Bonus - Fort Save - Ref Save - Will Save - Special 1st +0 +0 +0 +2 Landbind, Waken Bond, Tap Land, Create Spell Token, Activate Token 2nd +1 +0 +0 +3 Quick Channel 1 3rd +1 +1 +1 +3 4th +2 +1 +1 +4 Quick Channel 2 5th +2 +1 +1 +4 Swift Channel 1 6th +3 +2 +2 +5 Quick Channel 3 7th +3 +2 +2 +5 8th +4 +2 +2 +6 Quick Channel 4 9th +4 +3 +3 +6 10th +5 +3 +3 +7 Quick Channel 5, Planar Channeling, Swift Channel 2 11th +5 +3 +3 +7 12th +6/+1 +4 +4 +8 Quick Channel 6 13th +6/+1 +4 +4 +8 14th +7/+2 +4 +4 +9 Quick Channel 7 15th +7/+2 +5 +5 +9 Swift Channel 3 16th +8/+3 +5 +5 +10 Quick Channel 8 17th +8/+3 +5 +5 +10 18th +9/+4 +6 +6 +11 Quick Channel 9 19th +9/+4 +6 +6 +11 20th +10/+5 +6 +6 +12 Swift Channel 4 Class Features: All of the following are class features of the channeler. Weapon and armor proficiencies: Chanelers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Landbind(Ex): Starting at first level, a channeler can establish a bond with any defined area of land she is physically present in. This bond takes 1 turn to establish (during which the channeler must concentrate exclusively on forming the bond), and lasts indefinitely once created. For the purposes of this power, a "land" is one, single area of terrain of a single type, seen as a whole. This "wholeness" is relative, but generally, a single named area counts as a "land". Most "lands" can be bound to an infinite amount of channelers with no harm, but there are exceptions. Bonds with lands are dormant unless awakened. Waken Bond(Ex): As a free action which does not provoke an attack of opportunity, a channeler can awaken a bond with any of the lands he has previously bonded with on the same plane she is currently in. Waken Bond can only be done once per round, unless some other ability specifically states that it allows the awakening of a bond. A chaneler can only have as many bonds active as her level + her Constitution modifier. A bond remains wakened for 1 round per channeller level + the channeler's Charisma bonus. Tap Land(Ex): As a free action, a channeler can draw power, called Mana, from a land through an awakened bond to herself and use it to cast spells. Tapping a land can be done as many times a round as a channeler wants, but only once per bonded land. Power drawn must be used in the round it is drawn, or it damages the channeler, inflicting 1d6 points of untyped damage per unused tapped land. Create Spell Token(Su): A channeler cannot cast spells directly, as the power of the raw mana she calls from lands is too massive to be focused by her mind alone. Instead it is channeled through spell tokens, constructions of magic that manifest the power a channeler calls. Spell Tokens can only be created from magical items (scrolls, wands, staves, rods, rings or wondrous items that allow the user to cast spells, usually), or tomes that describe certain obscure process for converting tokens to other forms (some of which are magics only applicable to channelers). Creating a Spell Token uses charges, for charged items, or uses per day, as if the item was normally used. Creating a spell token takes 1 day for a level 1-4 spell, 2 days for a level 5-6 spell, 3 days for a level 7-8 spell and 4 days for a level 9 spell. Succesfully creating a spell token requires a Spellcraft Check (DC 10 + Spell Level *3). Failure expends the charges or use of the item from which the token is created. Tokens can be created from items activated with UMD. Note that a chaneler actually has no spell list or his own for purposes of using scrolls, wands and other spell completion items. Creating a Token costs Spell Level squared x 75gp, and 1/25th of that in xp. Activate Token (Ex) : As a standard action which provokes an attack of opportunity, a channeler can channel mana through a spell token to release the spell it contains. This causes the spell token to become dormant for a full day, and casts the spell at the channeler's caster level. The channeler makes all decisions on casting the spell as if she was casting it herself (which, in essence, she is). Any feats that apply to spellcasting can be used with channeling, including spell focus, spell penetration and metamagic feats (though feats such as spell preparation cannot, since the chaneller does not cast the spells directly). A spell token requires one point of mana per level of the spell contained to activate. In addition, certain spells require mana drawn from specific types of lands, as determined by their descriptors: Descriptor - Land type ======================================== Air, Water, Mind-Affecting: Ocean, Lake, Shore. Fire, Chaotic, Earth, Electricity: Mountain, Volcano. Darkness, Fear, Evil, Death: Swamp, Marsh Lawful, Light, Good: Plains Acid, Sonic, Cold: Forest At the DM's options, other lands might provide mana of specific descriptor types. For instance, an abandonned graveyard could provide mana of the Death, or Evil descriptor. A Channeler automatically knows the types of mana a bonded land can provide once he had bonded. A spell token with any of these descriptors must have mana drawn for 1 seperate source for every three levels of the spell. Any number of spell tokens can be activated in a round. A spell token cannot be used by a class without the Tap Land ability, even with Use Magic Device, since that skill does not actually provide the power the token needs. A token can only be activated if it is readied (held in the channeler's hands and focused on). A channeler can ready 1 token for every point of Intelligence above 10, to a maximum of 7 (though this limit can be modified). Planar Channeling(Ex): At 10th level, a chaneller can use Plane Shift once per day, as per the spell of the same name. At 10th level, the channeler's Waken Bond and Tap Landabilities extend across planar boundaries. Quick Channel(Ex): Starting at level 2, a channeler can tap lands or activate tokens made from 0 or 1st level spells as a quick action that draws an attack of oportunity. The channeler can activate as many tokens per round as she wishes. This ability improves by one spell level ever 2 levels. Swift Channel(Ex): Starting at 5th, a channeler can tap lands or activate tokens made from 1st level spells as an out-of-turn quick action. This ability improves by 1 spell level every 5 channeler levers. A first level Chaneler begins adventuring with 3 0-level spell tokens and 1 1st-level token, and one bonded land. =========== Notes: Activate Token 1-Token made from cantrips, orizons or other level 0 spells do not require mana to Tap. They go dormant as normal when activated, and take the same amount of time to Activate as any other token. 2-Token made from spells that have more descriptors than spell levels must be activated with as many of the mana types as possible, without exceeding the level cost. Create Token 1-As an exception from the Activate Token rules, Token created from Summon spells or Calling spells must have the type of creature chosen at creation, and not at casting. Thus you can create a Summon Monster I (Fiendish Raven) Token, but not a generic Summon Monster I token. Note that, as always, Summon Spells take the type corresponding to the creature Summoned, and that this affects the lands from which mana must be tapped. For example, a Summon Monster I (Fiendish Raven) Token needs mana tapped from one Evil descriptor-type source, since Summoning a Fiendish animal is a spell with an Evil descriptor. ======= Comment away, please. |
| Galen04-26-04, 12:39 AM | That's a very detailed description of this Channeler. Unfortunately if converted into a magic card it will have some of it's ability left out(too much ability text would mean the casting cost of this card would be sky high). Its ability is hard to transform into a card but based on what you posted, it's ability is dependent on artifacts. Channeler 3 :u::u: Creature - Artificier Wizard Channeler's power and toughness is equal to the different kinds of basic lands you control. When Channeler comes into play, put 3 artificier token on Channeler. At the beginning of your upkeep, remove an artificier token on Channeler otherwise sacrifice Channeler. Remove an artificier token from Channeler, Search your library for a noncreature artifact and remove it from the game: Channeler gains all of the ability of the artifact. :u::u::t:: Put an artificier token on Channeler. */* |
| Kyuketsukiouji04-26-04, 10:16 AM | Actually, that was an attempt at converting the feel of Magic the Gathering into a D&D core class. You go around to different lands, bind yourself to them, draw mana from them to power your "spells" (the tokens), ect. This isn't a card. This is the guy who uses the cards. ;) |
| Silmarien Aldalome04-26-04, 10:19 PM | I love this thread. Unfortunately - I'm not knowledgeable about Magic TG much - but I'm really enjoying reading the materials.... I do have some stuff I could develop or post - but it may not be exactly MTG - an Artifact I'm working on called The Runestaff..... Cheers stav |
| Galen04-26-04, 10:23 PM | Originally posted by Silmarien Aldalome I love this thread. Unfortunately - I'm not knowledgeable about Magic TG much - but I'm really enjoying reading the materials.... I do have some stuff I could develop or post - but it may not be exactly MTG - an Artifact I'm working on called The Runestaff..... Cheers stav I'm fairly knowledgable in magic storyline so, if you like, choose any card that has seen print and I'll give you a background w/c you can use to convert it into a D&D item/race/whatever. |
| Silmarien Aldalome04-27-04, 05:52 PM | Hi Ho Galen - I know this sounds really dumb - but I honestly don't know much at all about Magic. I've played once - and I remember there were all the standard races - and lots of different kinds of game tools. Any suggestions? So - I contacted a friend who I've known forever and who loves Magic TG - and who is active in the Magic community. He should be popping in sometime. See you soon. regards stav |
| wavelength05-06-04, 02:24 PM | "...Silmarien, you do not yet realize your importance. You have only begun to discover your Magic power. Join me, and I will complete your Magic training. With our combined strength, we can end this destructive conflict and bring order to this foundation thread..." Actually I can see a number of directions for this foundation: 1) converting MTG cards/characters/worlds etc. into D&D 2) converting D&D themes/monsters/spells etc. into magic cards (D&D/Forgotten Realms Set anyone?) and how about 3) rules for a MTG RPG or 4) rules for incorporating magic cards into D&D P.S. For someone who adores elves Sil, its hard to reconcile that you've never felt the calming safety granted by a Wellwisher, or the sheer might of the Timberwatch Elf... P.P.S. And as far as I know, there's no such thing as a Half-Elf in Magic... yet... ;) |
| Galen05-11-04, 03:21 AM | Originally posted by wavelength "...Silmarien, you do not yet realize your importance. You have only begun to discover your Magic power. Join me, and I will complete your Magic training. With our combined strength, we can end this destructive conflict and bring order to this foundation thread..." Actually I can see a number of directions for this foundation: 1) converting MTG cards/characters/worlds etc. into D&D 2) converting D&D themes/monsters/spells etc. into magic cards (D&D/Forgotten Realms Set anyone?) and how about 3) rules for a MTG RPG or 4) rules for incorporating magic cards into D&D P.S. For someone who adores elves Sil, its hard to reconcile that you've never felt the calming safety granted by a Wellwisher, or the sheer might of the Timberwatch Elf... P.P.S. And as far as I know, there's no such thing as a Half-Elf in Magic... yet... ;) Whne I created this thread(after rwalizing what this place is all about) The first 2 you listed are the first thing that came to my mind. Converting the Magic spells available could benefit all the guilds here and all I'm waiting is for someone to get interested in knowing something in Magic. Note to non magic literates. All elves in Magic are wood elves but whoa boy, do they pack tremendous amount of nature magic! |
| Kyuketsukiouji05-11-04, 12:11 PM | I've started converting some spells to go with my Channeler class. Feel free to rip the off as much as you want. Note that some of the terminology used is specific to the class, but it should be easy to adapt. I've ripped the cards out of the Eight Edition sortable cardlist at http://www.wizards.com/default.asp?...mp;tablesort=2. All spells listed here have the following characteristics: 1. Channeler level (Cnl). Convert them to normal spells at your own risk. 2. No components. These spells are not castable by chanellers, only makable as tokens. 3. All spells listed here have one or two spells listed as recommended conversion sources, or what spell tokens I think are the best to use as base ingredient for converting into a token of the new spell. Artifacts. Artifact tokens all have the following characteristics: 1. They all begin with "Reify" (look it up). 2. They are all typeless. 3. They bring into being a semi-real item, which can be used. This item can also be targetted with things like dispel magic, or disintegrate, or sunder attempts. 4. They are all conjurations. Reify Coat of Arms Conjuration Level: Cnl 4 Components: None Casting Time: 1 standard action Range: Personal. Target: You. Duration: 1 round./level Saving Throw: None Spell Resistance: No Converted Token: Prayer Reify Coat of Arms creates a ghostly pennant, that floats gently behind the caster. This pennant is attuned to one race of creatures, and while it lasts, all creatures within 60 feet of the pennant gains +1 morale bonus to attack, AC and Saving Throws for each other member of the same race within the radius. Thus, if there are 3 elves within 60 feet of the Coat of Arms, they all gain +2 to attack, AC and saving throws. Reify Crystal Rod Conjuration Level: Cnl 1 Components: None Casting Time: 1 standard action Range: Personnal. Target: You. Duration: 1 round./level Saving Throw: None Spell Resistance: No Converted Token: Cure Light Wounds Reify Crystal Rod creates a small, gently glowing rod of blue crystal that floats in front of the caster. As a free action that does not trigger an attack of opportunity (in or out of turn), the channeler can channel one point of mana in the rod to get healed of 1d8 hit points of damage. The rod's healing ability can only be used in response to the casting of a spell with the Air, Water or Mind-Affecting descriptor within 60 feet of the chaneller (including the chaneller's own spell tokens). A Crystal Rod can be activates multiple times a round, as long as the conditions for it's activation are met. Reify Disrupting Sceptre Conjuration Level: Cnl 3 Components: None Casting Time: 1 standard action Range: Personnal. Target: You. Duration: 1 round./level Saving Throw: None Spell Resistance: No Converted Token: Touch of Idiocy Reify Disrupting Sceptre manifests a large metal rod that floats before the channeler. The channeler can activate this rod as a free action, targetting one creature within 60' (this can provoke attacks of opportunity), at the cost of three mana points. The target of the rod must make a Will save (and the ability is subject to spell resistance). On a failed save, the caster looses prepared spell, one spell slot, one use of a spell-like ability or has one of his ready tokens of inactive land bonds rendered inert for one day, at the target's choice. If the target meets more than one category (For instance, a cleric/sorcerer would have both prepared spells and spell slots), the target gets to choose which one is affected. The sceptre can be activated only once per round. The sceptre's effects are [Mind Affecting], though not casting the spell that reifies it, and does not count as a cast spells for abilities that affect such (so using the distrupting sceptre does not require any specific kind of mana, and does not activate a Crystal Rod). Reify Distorting Lens Conjuration Level: Cnl 2 Components: None Casting Time: 1 standard action Range: Personnal. Target: You. Duration: 1 round./level Saving Throw: None Spell Resistance: No Converted Token: Undetectable Alignment Reify Distorting Lens creates a small magnifying glass that gently hovers near the channeller. Once per round, as a free action that produces an attack of opportunity, the Lens can be focussed on one creature within 60'. This creature must make a Will save, if unwilling (and the ability is subject to spell resistance), or have it's subtype temporarily changed to either Good, Evil, Fire, Air, Water, Earth, Lawful, Chaotic, Acid or Sonic. This change lasts one round, and does not actually affect the creature's mentality or attitude, if the component changed is Good, Evil, Lawful or Chaotic. The creature acquires whatever vulnerabilities his new subtype has to other effects, however. For example, a Solar changed to the Evil subtype would be vulnerable to spells like Holy Smite, that target evil creatures. Reify Jaemdya Tome Conjuration Level: Cnl 4 Components: None Casting Time: 1 standard action Range: Personnal. Target: You. Duration: 1 round./level Saving Throw: None Spell Resistance: No Converted Token: Mnemonic Enhancer Reify Jaemdya Tome manifests a large gently glowing book that floats near the channeler. As a free action that produces an attack of opportunity, the channeler can activate the Tome by spending four points of mana. Activating the Tome causes one randomly chosed Token the channeler owns, but does not hold, to appear withing his hand. The Token must be readied normally, as per the rules. The Tome can only be activated once per round, and does not grant the channeler any abilities to exceed his ready limit (see the Activate Token section of the Channeler). Reify Rock Golem Conjuration Level: Cnl 4 Components: None Casting Time: 1 standard action Range: 10 ft. Duration: 1 round./level Saving Throw: None Spell Resistance: No Converted Token: Summon Monster IV This spell causes the manifestation of a golem-like creature to appear at any point within range. In addition, as a free action that does not produce an attack of opportunity, the channeler can spend 3 points of mana to give the Rock Golem the effects of the Fly spell for 1 round. Rock Golem Large Construct Hit Dice: 4d10+30 (52 hp) Initiative: +0 Speed: 20 ft. (4 squares); 30 ft. legs Armor Class: 14 (–1 size, +5 natural), touch 9, flat-footed 14 Base Attack/Grapple: +3/+10 Attack: Slam +5 melee (1d8+4) Full Attack: Slam +5 melee (1d8+4) Space/Reach: 10 ft./10 ft. (tall) Special Attacks: Trample Special Qualities: Construct traits, darkvision 60 ft., low-light vision; hardness 10 Saves: Fort +1, Ref +1, Will –4 Abilities: Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1 Skills: — Feats: — Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Trample (Ex): A Rock Golem can trample creatures two or more sizes smaller than itself, dealing damage equal to the Golem’s slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object’s HD + Golem’s Str modifier) to halve the damage. Reify Skull of Orm Conjuration Level: Cnl 3 Components: None Casting Time: 1 standard action Range: Personnal. Target: You. Duration: 1 round./level Saving Throw: None Spell Resistance: No Converted Token: Lesser Restoration The spell creates a ghostly skull that floats near the channeler. As a free action that produces an attack of opportunity, a channeler can activate the Skull by paying 5 mana, and selecting an inert token of the Enchantment school (a Token which was used within the last 24 hours). The token becomes active again. The Skull can only be activated once per round. Reify Mage's Armor Conjuration Level: Cnl 6 Components: None Casting Time: 1 standard action Range: Personnal. Target: You. Duration: 1 round./level Saving Throw: None Spell Resistance: Yes (harmless) Converted Token: Mage Armor This spell creates a magical suit of armor around the caster. This suit of armor automatically absorbs the first 6 points of damage made by any attack, be it spell or weapon (treat this at damage resistance 6/- against every damage type). Reify Spellbook Conjuration Level: Cnl 0 Components: None Casting Time: 1 standard action Range: Personnal. Target: You. Duration: 1 round./level Saving Throw: None Spell Resistance: No Converted Token: Prestidigitation Reify Spellbook causes a sylized spellbook to appear, gently floating near the caster. While the Spellbook is present, the caster can ignore the limit on the number of token he can keep active at the same time. Black. All black spells have either the Fear, Evil, Death or Darkness subtype, some, by necessity, have the Mind Affecting or other subtypes, which means they need mana from other land types too. Ambitions's Cost Transmutation[Evil] Level: Cnl 4 Components: None Casting Time: 1 standard action Range: Personnal. Target: You. Duration: Instant Saving Throw: None Spell Resistance: Yes (harmless) Converted Token: Mnemonic Enhancer Ambition's cost allows a caster to either remember up to 3 spells of level 3 or lower, regain 3 used slots of level 3 or lower, or reactivate 3 Spell Tokens of level 3 or lower. These spells (or tokens) are chosen randomly amongst all the used spells or token of the appropriate level the character has. As an extra casting cost, the caster loses 3d8 hp. This loss cannot be prevented, but can be healed as normal. Dark Banishing Abjuration[Evil] Level: Cnl 3 Components: None Casting Time: 1 standard action Range: 60 ft. Target: One creature. Duration: Instant Saving Throw: Will negates. Spell Resistance: Yes Converted Token: Dispel Magic This spell forces one non-evil outsider back to it's native plane, or destroys one non-evil summoned creature. The creature can have up to 2 hit dice per level of the caster. Death Pit Necromancy[Death, Evil] Level: Cnl 6 Components: None Casting Time: 1 standard action Range: 10 ft. Area: 30 ft radius emanation. Duration: 1 round per level. Saving Throw: Fortitude negates. Spell Resistance: Yes Converted Token: Slay Living, Finger of Death This spell creates a field of negative force which makes the lifeforce of all within weaker than normally. Any creature that takes damage while within the field must make a Fortitude saving throw (at +4 on the roll), or die. Diabolic Tutor Necromancy[Evil] Level: Cnl 4. Components: None. Casting Time: 1 standard action. Range: Personnal. Target: You. Duration: 1 round per level. Saving Throw: Fortitude negates. Spell Resistance: Yes. Converted Token: Mnemonic Enhancer This spell allows you to bring any one token of your choice on your person to your hand. Note that the spell does not give you the ability to ready the token if you are already at your limit. Summon Drudge Skeleton Necromancy[Evil] Level: Cnl 2 Components: None Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned skeleton. Duration: 1 round per level. Saving Throw: None Spell Resistance: No Converted Token: Summon Monster II, Animate Dead This spell summons one Drudge Skeleton at the designated point. In addition, if the Skeleton is slain before the spell duration ends, the Channeler can spend one point of mana from a Death, Darkness, Evil or Fear source to bring it back to life at full hp. This does not work if the Skeleton was disintegrated (by the spell of the same name, or effects that are treated as disintegration), and must be done in the same round the Skeleton is killed. Druge Skeleton Medium Undead Hit Dice: 2d12 (13 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Scimitar +2 melee (1d6+1/18–20) or claw +2 melee (1d4+1) Full Attack: Scimitar +2 melee (1d6+1/18–20) or 2 claws +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits Saves: Fort +0, Ref +1, Will +2 Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1 Feats: Improved Initiative Environment: None Organization: None Challenge Rating: 1 Treasure: None Alignment: Always neutral evil Murdrous Betrayal Enchantment[Evil, Death, Darkness] Level: Cnl 5 Components: None Casting Time: 1 standard action Range: Personnal Target: You Duration: 1 round per level Saving Throw: None (See text) Spell Resistance: No (see text) Converted Token: Phantasmal Killer This spell enchants the caster with a fearsome aura of dark power. As a free action which does not provoke an attack of opportunity, the channeler can pay 2 mana from a Death, Darkness or Evil source, and half his hp (rounded down) to make a death attack against any one target within 60 feet. This death attack is treated as the spell Slay Living, save that it causes no damage on a failed saving throw. The loss of hp this spell causes is part of its cost, and cannot be prevented. Awaken Dead (Raise Dead) Transmutation[Evil] Level: Cnl 1. Components: None. Casting Time: 1 standard action. Range: Personal. Target: One Token. Duration: Instant Saving Throw: None Spell Resistance: No Converted Token: Death Watch This spell allows the Channeler to reactivate any one dormant Sommon token, or any Reify token that conjures a construct. The token must be used normally once awakened, and Awaken Dead does not allow a Channeler to have more active token than his normal limit. |